Sub Dragon by deepnight 2016-04-19T19:26:00
Coffee is friend !!
Foon → Ludum Dare Explorer → Users → angry-cyboot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Family channel | jam | 328 | 3.71 | 3.55 | 3.89 | 4.31 | 3.97 | 3.94 | 4.42 | 4.13 | |
| 2025 | 58 | Collector | π₯ | King's taxes | jam | 768 | 2.53 | 2.46 | 2.86 | 3.43 | 2.29 | 2.73 | 2.53 | 2.53 | |
| 2025 | 57 | Depths | π₯ | Into the depth | jam | 617 | 3.30 | 2.85 | 4.00 | 4.15 | 3.67 | 3.44 | 3.72 | ||
| 2024 | 56 | Tiny Creatures | π₯ | A tiny worm's life | jam | 723 | 3.36 | 3.52 | 3.18 | 3.97 | 3.02 | 3.65 | 2.86 | 3.88 | |
| 2024 | 55 | Summoning | π₯ | Unsummoning Dark Creatures | jam | 2.62 | 2.37 | 3.04 | 3.29 | 2.95 | 3.33 | 1.83 | 2.60 | ||
| 2023 | 54 | Limited Space | π₯ | Limited Seats | jam | 945 | 3.10 | 2.89 | 3.44 | 3.89 | 2.78 | 3.34 | 2.17 | 2.89 | |
| 2023 | 53 | Delivery | π₯ | Hubert's Space Rickshaw | jam | 3.00 | 3.00 | 3.12 | 3.62 | 3.25 | 3.12 | 2.87 | |||
| 2023 | 52 | Harvest | π₯ | Harvest : Mars | jam | 792 | 2.60 | 2.36 | 3.07 | 3.42 | 2.97 | 2.00 | 2.91 | ||
| 2022 | 51 | Every 10 seconds | π₯ | Dash | jam | 3.50 | 4.25 | 3.75 | 4.50 | 3.50 | 4.00 | 4.00 | 4.00 | ||
| 2022 | 50 | Delay the inevitable | π₯ | Delay the dancing fire | jam | 1282 | 2.90 | 2.48 | 3.58 | 3.88 | 3.08 | 2.70 | 2.68 | 2.79 | |
| 2021 | 49 | Unstable | π₯ | Unstable Fuel Mixture | jam | 1230 | 3.11 | 2.64 | 3.35 | 3.52 | 3.60 | 3.09 | 2.39 | 2.68 | |
| 2021 | 48 | Deeper and deeper | π₯ | Into the abyss | jam | 3.30 | 2.80 | 2.92 | 4.15 | 3.41 | 3.73 | 2.04 | 4.03 | ||
| 2020 | 47 | Stuck in a loop | π₯ | Mad Wheel : Furry Maxster | jam | 1581 | 2.70 | 2.59 | 2.42 | 3.59 | 2.90 | 2.67 | 3.31 | 2.76 | |
| 2020 | 46 | Keep it alive | π₯ | Last journey in the sand | jam | 2.46 | 2.11 | 2.73 | 2.69 | 3.42 | 3.34 | 3.15 | |||
| 2019 | 45 | Start with nothing | π₯ | The Voodoo Slaughterhouse | jam | 566 | 3.44 | 3.02 | 3.66 | 2.92 | 3.89 | 3.58 | 2.52 | 3.63 | |
| 2019 | 44 | Your life is currency | π₯ | Million dollar robot: Fear the forklift | jam | 762 | 3.23 | 2.94 | 3.09 | 2.93 | 4.15 | 3.26 | 2.79 | 3.22 | |
| 2018 | 43 | Sacrifices must be made | π₯ | Grandpa ! tell me about... | jam | 3.50 | 3.33 | 4.33 | 3.50 | 3.66 | 3.50 | 3.50 | 4.33 | ||
| 2018 | 42 | Running out of space | π₯ | Corrupted Core | jam | 856 | 3.14 | 3.28 | 3.05 | 2.89 | 3.44 | 3.00 | 2.12 | 2.73 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Bullet Rogue | jam | 937 | 3.06 | 3.08 | 3.19 | 3.34 | 2.73 | 2.88 | 2.73 | ||
| 2017 | 40 | The more you have, the worse it is | π₯ | It's all fine I can drive | jam | 3.50 | 4.00 | 3.50 | 4.00 | 4.00 | 2.50 | ||||
| 2017 | 39 | Running out of Power | POWER! Run Out ! | jam | 1.25 | 1.25 | 2.00 | 3.00 | 3.00 | 1.00 | 1.00 | ||||
| 2017 | 38 | A Small World | π₯ | Your Small World | jam | ||||||||||
| 2016 | 37 | One room | OneLastRoom | compo | 610 | 2.44 | 2.05 | 2.89 | 3.26 | 2.89 | 2.40 | 44 | |||
| 2016 | 35 | Shapeshift | Shape has to shift | compo | 905 | 2.45 | 2.14 | 2.32 | 3.00 | 2.50 | 1.93 | 2.16 | 41 |
Coffee is friend !!
great !! love the arts,but the controls are a bit clunky (key prompts)
graphics are great !! interesting gameplay... well done
nice game, the rooms are a bit empty...
But why would Dracula have vampire killing spike-traps in his castle ?
PS: you can ram things as a triangle, oh and Newtonian physics here
I'll edit the description to explain this and I have no idea why it run too fast for some
Nice Idea too bad there's no sound
even if not in theme, once finished it will probably be a cool game, don't abandon it !!
couldn't solve the puzzle, am I supposed to do something to "validate" the keys? or do you just have to put the keys in the right order?
the gameplay is a bit slow and what's stopping the character to pick up resources?
nice game ! not sure if the continue option is really useful...
Good Idea, I would like to see a finished version. But don't mix vectorial graphics with pixel art (the astronaut), it appear incoherent
do you run on Windows ? if not I just addded Linux and Mac versions
oh err... solved
yeah we didn't have a lot of time with the holidays we also wanted to make a finished version with the first part of the game that is 90% finished but was not implemented...
the tutorial isn't that much of one, and sometimes you just don't know if what you're doing is has been registered, so it's hard to understand stuff... but when you do, the gameplay is neat! some suggestions if you continue to work on it : - sound effects (for player feedback) - deckbuilding
nice concept with cool graphics well done! still here's some details I noticed the end message is always saying that a player ran out of space yet the game also end when you run out of resources creating a bit of confusion about the rules... and "Terrien" se dit "earther" en anglais ^^
you should put a share link, or we won't be able to access your files
A space game where you can modify your ship is quite ambitious for a jam, and if it wasn't for a bug that bring you back to the station randomly and for the lack of shooting it would have been a playable game, so well done for having been this far on your own. :clap:
thanks for your feedback and kind words everyone !!
"There doesn't appear to be anything here..." you might want to recheck your itch.io page
nice simple concept, that fits the theme and in only 5 hours... I'm a bit jealous here... Did you make the music and sound effects ?
Put a link to what you've done even if itβs late or unfinished
You might want to put put a link to your work even if it's late or unfinished, feedback is friend feedback is love !
the main character looks nice, I think the gun doesn't do anything and the power ups (or health kit ?) and shots are really hard to see...
you may want to do a post-jam version. There's a lot already there, you could make that a finished thing before long
PS: remove the categories you don't want to be rated in (ie audio...)
Nice design for the ships and audio, sadly can't get a feel for your concept without big crunch...
If you are still working on the game time doesn't change, and some player feedback would help. It's hard to know if you failed to select a ship or if it's the bug you mentioned. And I never know if I have correctly sent my ship to collect until they come back...
cool game and it feels well balanced too, so good job here !
that's a secret url you need to publish your itch.io page as it probably is still a draft
@saoi-games there is a windows build on git hub, you have the link up there. For the wheelchair note that you don't have to sell items, and for the tag "visual novel" was more the aesthetic rather than the gameplay, though it would have been way more fitting if we had the time to create actual stories for the items.
ah! and the goomba is just a not subtle enough last minute rushed easter egg...
an indication to see the front of the ship would be nice, except that congratulation for your first LD entry !!
by the way you said you created this game in 48h but you've entered your game in the Jam, why not the compo ?
I've reached the end, even if I didn't have any idea whether there would be an end^^ So yeah cool graphical style, but you clearly lacked the time to get the game where you wanted... good luck next time and maybe focus a bit more on visual and audio feedback (can be quick to make using a mic or tools like sfxr/bfxr...)
thanks everyone for your feedback everyone!! @zgragselus and @virtuaworlds the LD version does launch on windows but is unplayable, for the post LD version we may put up a new version and maybe even a windows build for the +3days but it'll be after the end of the ratings.
Good news a new version is out just in time to see the end of the ratings ^^
anyway it fixes a few bug, implement a few things that were made but we hadn't the time to use, and improve the balance a bit.
overall the only fully new things are the appearance of the lakes and a bit of pathfinding. Both were added in the +3d version
There's no breaks on this car !! ... or they may be just a bit light^^ anyway nice 3d art, the sound get quickly annoying but the game works and is fun
nice nostalgia filled game ^^ well done !
It's a bit hard at first but when you understand that there can be only one person needing your help at once and the sequence in which they arrive it gets WAY easier.
The textures are weirdly low quality (I don't know if it's the picture you took or the unity import)
There's a great "shrouded isle" feel with the mood and art style !
Sadly the crash mentioned above stopped me a few time around day 3 or 4 so i couldn't go very far, and the game get confused when you redirect people before they enter a building (count doesn't reset and some citizen don't listen)
Glitch notwithstanding it's the start of a cool game
as everyone else I like the art, sound and general idea but what's the point of possessing people if you can only deliver pizzas with the truck? and how does one deliver a pizza in that cemetery?
anyway the exploring that map was cool and I would have loved to be able to possess the sailing ship and the mummy
looks and sound awesome, the plants are especially beautiful, and the gameplay is interesting sometime soothing sometime hectic (when you can't find that green dust and you need it NOW!^^) it's great fun.
now some nit picking : - The level design is okay-ish but the teleporters are a bit too numerous and as sometime their destinaion is not obvious, so we get lost and loose time and get frustrated. also some resources are present in really accessible places and at the far end of a complex maze, so a huge chunk of the map end up never being used. - The music doesn't loop. - You can run out of a ledge and fall on places that shouldn't be that accessible ^^ - A bug were I couldn't give the resources to a plant while I had the right ones in the right number (the trunk like plant was asking 2 blue drops) - It just comes naturally to press escape to quit a menu so when it quit the game ... the third time might have been my fault though ^^...
Not to brag but I managed... 23 sec, this game is hard !^^
I don't know if the data on the left is supposed to tell what rhythm you need to follow but it doesn't, it would have been nice though.
anyway nice game, that actually feel complete, well done!
It's a nice soothing game, and the character animations are great.
Although there's not much to do and zero challenge... and I manage to get myself stuck outside the dome by walking along the wall to look outside^^
And what were the level ups supposed to do ?
And dedicated as I am, I managed to "lose", but nothing happen when the life reach 0...
cool looking game, candles you consume after setting a checkpoint do not reset when you die, and the blob monsters seemed to appear and disappear at random
still no builds ?
I agree with all that has been said above, I'd like to add that the animations are nice and there's one for every action it seem, so well done ! (maybe some corners could have been cut there ^^). also your map is quite hard to navigate is it intended to make us loop in it? cause it looks unintentional... good luck for next time !
you should check if your page is a draft or is public
nice gameplay with functional graphics, most people don't have an AZERTY keyboard so it's usually better to use the arrow keys or the mouse.
you can be added to a group until the very last second of the jam, so there no need to make a separate page...
well done ! as said before it's a really good concept, with cool graphics sounds a fully functional menu, an intro and outro and even an awesome title art for the itch io page ^^
But the gameplay lacks some polish : the loop is quite barren for a runner, it's hard to tell if an item is good or not, and the webs are useless most of the time (if you're on the top loop you are just propelled in the air ^^)
PS : I've reach your game from another LD submission page (https://ldjam.com/events/ludum-dare/47/hellloop) WUT ?
no doubts a lot of work was sunk (yep I did that...) into the main character's animations but I couldn't really experience anything else.
it feels like you had a problem on export: - I didn't see any terrain (unlike the screenshot). - a lot of lags for some reasons - and the harpoon look like a debug gizmo (yellow line with red arrow for the hook)
BTW: it's tradition (and good practice) to publish your source with your entry ;)
Yeah ... we didn't take the time to do proper testing and balancing, but a post jam version is in the works.
Being pulled away is a consequence of your sanity bar falling too low, and you may not have seen it but if you failed it was because of your sub coming too close of an enemy. And yes we know that it's not obvious in the game ...
We completely intended to make it opressing and creepy, though the darkening effect of depth was a bit to much in the original entry so we toned it down in the postjam version, as for the ennemies, they become creepy with the post-jam fixes as their AIs now work as it was intended.
To recover your sanity there are patches of "reassuring" algae to rest in, but we know they are hard to notice in the jam version
I'm not sur there's a way to beat the boss, tried multiple things but then I died so ... overall nice game, it just need some "depth" (haha ^^) to the gameplay, cause the optimal way to reach the boss is not really that fun
great concepts!! loved the design of the character with the paint spear ^^, the map layout's quite cool too, and the white'ish aesthetics made the functional color pop out! buuuut...
- I don't know what the green orbs are - the boss is so underwhelming comparing to the menu screen - Some color coding of the ennemies would have been nice to distinguish which is vulnerable to which color. - The annimation / control scheeme caused some erratic moves and made it hard to look around. - The character spawn looking opposite to where I'm supposed to go so... bug ?
Nice ! but that was a frustrating game to beat ^^
the ammo management was tense until I got the hang of opening "doors" with two shots, and you really need to die once at least to most ghost before being able to beat them... but the feel of claustrophobia is undoubtendly there
btw in unity there's a way to bake the light of objet with emissives so your shrooms and doors could slightly light their surroundings.
PS: remember to publish your sources
the music volume start at 0 by default why hide it ?^^ the concept is there it just need polish, good job !
I can't seem to be able to buy plots nor drills nor upgrade drills so...
Nice to have included a home menu and a button (though hidden in the base of the statue for some reason ^^ ...), the musics are here (even if they don't loop). The charachter and it's movement were not central to the game so I would advice to try to focus on what is needed to get the gameplay you want and add from there.
good luck for next time
Real nice and pretty game, I had a hard time with the spikes, if a memory nugget fall in some spike it's almost assured death.
yeah we were aware of these problems before submission hour but... time... always. So we've worked on it a bit so there's a post jam version.
anyway thanks for playng and for the comments
never a good answer, I know, but !
have you read the manual ?
we were inspired by "keep talking and nobody explodes" and made a pdf for the post jam version^^ anyway there can be boxes with chimney, they all can drop the pressure.
Thanks for the feedback ^^
you don't need a PhD, just a pdf and it's there ^^ but as we have enough notes we'd understand that you don't try it now
I have no clues how I'm supposed to stabilize this thing, I noticed that the left slots get sliders that influence the sin wave, but I didn't see any effect from the pos nor the color thingys...so yeah, got the alarm a lot ^^ .
Anyway, the pixel art is cool, the manipulation of the modules feels tactile, so pretty but unplayable (even with the clues)
very beautiful game ! a bit infuriating at some point ^^ (seriously blue tiny cooling rods on metallic surface that are blue lit ?!?!)
anyway well done on having a finished game that looks this good !
Really really good !! would be a shame for this game to not be experienced by more people ! pls grade some games to make it more visible !!
anyway, the door puzzle is really hard (I figured it out by testing everything for the third nb) because there are some red herrings on that bridge (on the left mostly). You don't see much point and clicks for a ludum dare (for obvious reasons) and it's impressive that you have a playable game with an end at all is impressive, well done!
well it technically fits in the theme but ... I mean ... there's not much
btw you could have submited this game as extra it's made to not be rated
I can't seem o be able to upgrade anything... it's real pretty though ^^
404 ...
it's a nice idea, it could be a lot more fun with some camera control in the fight phase, and the possibility to mve blocks from previous rounds.
anyway, chara design is cute, te game is playable, well done!!
@madhumster you can hide in some furniture, they have a barred eye symbol when you hover your mouse over them.
@Tasman-smith done and done ^^, though they are post jam additions for ease of testing and should be considered as such
@aes1 sadly we couldn't implement the fertilizer mechanics in time
@carei it was the first LD for most of our team so this level of complexity was definitely too ambitious... i hope the help popup ... well ... helps ^^
@oadt a prediction is shown if you hover over the resources counts, and we know we should have made it clearly visible, we actually had multiple ideas... but not the time
thanks all for your feedback !
the current productions and consumptions are in tooltips if you hover over the resources values, but I agree that we should have made it directly visible...
great game well done !!
though I got into an interesting bug on my second run solo the enemies stopped hitting me and I had the cash and upgrades from my first run.
Potentially fun gameplay loop, but I can't figure what the blue crystals are for, nor do I understand the bottom half of the image on the base.
cool game if a bit confusing ^^
Gold crows are hugely important and it's a shame that it's so hard to figure, but once I noticed that it collect and give energy to the tree, things became way more interesting, and fun (lining shot is fun and not obvious from the description)
though an "exploit" is to stack charging trees to minimize crow usage, makes aiming les fun and remove the need to explore, maybe a minimum distance requirement to plant a tree could solve it.
in sum really cool game, well done.
Thanks all ! the dark mode came from a mistake while making the map shader, I ended up liking how it looked so we kept it ^^
the click to get out is in the post-LD version. with some bug-fixes and a better balance
@mnemosynevl this strat works perfectly on the first lvl but when the meeples have to change trains...
excellent !! I love it when people include glorious melee to spaceship combat, nothing like rolling up with a paddle in a laser fight^^ though if the projectiles could start with the ship's velocity it'd be easier to aim with the ultrafast scootn'shoot builds ^^ well done !!
well I felt lost so if that was what you were going for, then well done ! ^^ The felling of being abandoned somewhere and not knowing anything about it is definitely there, and the AI art actually help there by filling the screens with random incomprehensible furnitures and object.
The problem start when the player is supposed to make sense of it : - the point of view are a bit disorienting (door to initial room in front of us when we just got out ?) - it is hard to guess at what could be useful, some elements are distinct from the background but not many... - the text is both hard to clearly see, hard to understand, and far from helpful (I don't see the point of explaining how a manhole fit in a city when you are supposed to run from a submarine).
So it function as a proof of concept, the art fit, music is repetitive but good, lack some polish and a lot of the details and content that usually fills escape games/point and clicks. Well done it's ambitious to make a point n'click for a LD and you have a good start !
It takes a few launches before you can affect altitude and speed, so it felt like something was missing or bugged since i had to play without interactions maybe, reduce the conditions to get the first lvl up
neat idea it would have been fun if satellites could change layer because of their speed, and if the debris that is send into space ended up falling back
anyway it works, so well done on your solo entry !!
thanks for your feedback !!
@mongoose-59 : we've tried to reduced the lags, so both LD and postLD versions should be playable, though they may have some lags as the first creature spawn, is seen for the first time and as the first circle is drawn. After that it should go smoother.
@orangedragon, @k-toll, @jean-francois, @zeviper031 : there are no orders for the combination, and the randomisation was dropped in the LD version due to time but was intended and is in the +1week version, with the sound effects that were made but not implemented in time for the LD version ^^
@tod-semple : you need to color the circles with the same colors as the indicator around you : so in the LD version you need 1 red, 1 reen and 2 blue, and that should unsummon the creatures/robot/kaijus
@fractal, @ty-victorson : yeah we didn't have time to place direction indicators so we tried to rely on the sound for that so I can only encourage the use of a headset to play.
thanks all for your comments !
@yaen the bird does give some audio clues (but their meaning is not intuitive enough), and the mole was meant to give you a chance to dodge but in the end we didn't want to spend too much time tweaking AI behavior, so yeah most of the time the strategy is run away at tremors and hope for the best...
Nice simple game! perfect for a jam ! those bugs are definitely not tiny though ^^, terrifyingly so ! Managed to survive to wave 13 but I didn't receive pow-ups any-more, and the waves get quite long so it became a long battle to slow the inevitable death of the city...
Adorable graphics and sound, cool puzzle concept, well done !
The solution for the last level, kind of felt like I was abusing glitches (not to mention poor hamilton), and six level is a bit short to present and exploit all the cool contraptions you've made (not to mention the tubes that I see up there but apparently haven't made it to the game). But the game still feel a lot more polished than what one expect for a jam.
beside that I had some bugs:
I had the game refuse to show me anything when going fullscreen (freeze or wrong camera position, I can't tell)
And the links in the credits throw an error
Screenshot 2024-10-18 012006.png
then a few html addresses then this
Screenshot 2024-10-18 012024.png
felt like work ... so well done but also I kinda hate you^^
anyway, I can't say much about the difficulty (exept for the radii that we need to guess), but that's a great way to explain shaders to people since all the fuzzies run the same graph !
Does unity provide UI tools for that or did you code it all on your own ?
@allenw no don't worry it's just that I spend a lot of time staring at graphs like those ^^
thanks all for your feedback !
@kujoen the post jam version is already out ^^ it's the post-jam link just bellow the original one, it has tutorial and a lot of fixes and other improvement that we didn't have time to do originally.
but yeah the we often under-prioritise tutorial because we rarely know how the game we play before the last day, so it's often a rush-job at best, and sometime we fail to provide one. We should think our design more completely earlier, and maybe make simpler designs ^^
@kujoen thanks ^^
We failed to make it clear in game, sorry... so I updated the description so it should be clearer.
Anyway on the first turn you only have two options which are the two roads to the left of the capital, click on the crossroads to select them
@mibi88 , @tinykidtoo
yeah that's also not obvious ... oopsy
you can click on the icons above the taxable nodes to change taxation levels
yep sorry I added it to the tutorial once I figured it wasn't obvious
soft locked myself multiple time, the mini-game doesn't end if the mage dies off-screen and the phone didn't ring for some reason after I received the second screen ...
Anyway awesome entry !! (and what a twist when you look into things)
Way too fun for what it is ^^ the music choice and the speed of depletion for your water to make you want to constantly destroy the local flora (not fauna, that would have been weird...).
Though most of the game mood and fun relies on that external music asset, which is not something you do in compo... so you should have selected JAM, but it's not a major gripe ... still well done !
I think the UI is messed upped try blocking the resolution to what you used to make/test the game (as a temporary fix). also the general lack of feedback made me think that nothing was working.
still I survived on my second try yay ^^.
It looks like it could have been a really good game, sad that you couldn't finish it. I would still like to know more about the rules you wanted to implement, I have no clues on what you wanted drinking to do
I'm not sure how it works, but it seem mostly functional. an explanation on how the dancing affect the turrets (or doesn't), would be appreciated too.
the hearts in text makes it hard to read... nice style for the graphics though (pictures of toys, with paint filter ?) well done
same...
interesting game, it mabye moves a bit fast.
first yeah you may want to give a few options for screen size. Then WTF are these love.exe in your game's folder !? and finally please explain your game a little bit, I understand that you might not have the time to make a proper tutorial, but a controls list on this page would have been nice...
by the way, for other testers you use mouse wheel to scroll the screen.
Awesome, well done! I wasn't expecting swordsmen to throw their swords at, me and yeah... some sound effects would have made it so much better! but still really enjoyable !
the download link tells me that I doesn't have the authorizations.
same here !(except that it's the game that doesn't start not the dl)
played both versions glad to see you've fixed the biggest issues, what's left is the lack of feedback (sound or otherwise) to the player.
@eptwalabha Yeah we had a hard time to finish the visuals in time, we may put an other post-Ld version that help with visibility.
Thanks to everyone who tried our game, we got our 20 ratings !!
please try and rate other games in the danger category. Everyone need a grade ! https://ldjam.com/games/danger/all
The number of moves is to short to really enjoy the gameplay ,so as said above the possibility to earn some would be great. i don't know if it's only me but bloks doesn't seem to stop bouncing so the sfx became quite abnoxious...
with that out of the way it's a neat game, good job!
a bit hard to control (something against keyboards !?) still quite fun, some sound effects would be nice though.
pretty good game, though the suspicion sound is a bit too loud, and if you click out of the game you can't use keyboard controls until you reload it.
intresting way to mix these genres but the rotation of the screen is a bit too frequent.
Not bad, some visual effects would be nice so we understand better how the drones function.
pretty fun! I got 420 by spam clicking my cards everywhere π . the screen-shake feels a bit weird without sounds...
wait Why did you remove the download link ? Ludum dare is not about creating quality end products, it's about creativity, experimentation and learning... some of my creations were bad worst than their predecessors, I was sad to publish them but I still did, and the feedback helped.
Your tutorial is not enough to explain your game, and it's not easy to understand in which world you are currently playing. it's not a bad idea but it's really confusing...
yay strato jump !! I know it's probably not intended, and unity physics and 2d doesn't mesh well together. this detail apart it's a neat game, and the first game I tried witch didn't take the theme literally, well done.
I almost missed this on your itch.io page so I'm putting it here:
>movement:WASD
>kick: J + K
>take the ball: U
Though [J] just drop the ball instead of shooting and [K] doesn't seem to do much. But then I figured out that pressing [H] (of all things) before [J] actually give some kick to the ball! so I've beaten the boss, but I still don't know how to aim ^^.
In the end I like the concept the audio and the visual, but its barely playable